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Alright, so I imported my HUD from cpma (modeled after jibo's HUD optimal for cg_viewsize 90 with QL style health/ammo/armor layout), was suprisingly easy. It only choked on the keyword "fade" and commas used as separator (like "color 1, 2, 3, 4"). The weaponlist I had to renew.My HUD below (unfinished):

However, I had some slight problems:Teamoverlay looks funky, weapon icon is placed on top player name.Ammo count: When picking up RL, ammo count 10 is red (low ammo warning color), shouldn't be. Any workaround?

Attachments

shot0001.jpg (66.91 KiB) Viewed 10627 times

shot0000.jpg (64.36 KiB) Viewed 10627 times

Alright, so I imported my HUD from cpma (modeled after jibo's HUD optimal for cg_viewsize 90 with QL style health/ammo/armor layout), was suprisingly easy. It only choked on the keyword "fade" and commas used as separator (like "color 1, 2, 3, 4"). The weaponlist I had to renew.My HUD below (unfinished):[code]

!DEFAULT

{

color 1 1 1 1

fontsize 8 12

font ed1

textstyle 1

}

#WeaponList

#{

# rect 0 200 32 16

# color 0.2 0.2 0.7 0.75

# font id

# fontsize 8 12

# textalign r

# time 1000

# fadeout 200

#}

#

WeaponList

{

color 1 1 1 0.9

bgcolor 0.1 0.1 1 0.3

rect 0 200 32 200

font ed1

size 32 16

align L

# valign C

icon 0 0 12 12

select 0 1 32 12

count 16 0 16 12

textalign R

fontsize 8 12

time 0

# fadeout 100

}

StatusBar_HealthIcon

{

rect 160 456 24 24

# model "models/players/sarge/head.md3"

# image "models/players/sarge/head_default.skin"

image "models/players/sarge/icon_default.tga"

}

StatusBar_HealthCount

{

rect 190 456 48 24

font idblock

fontsize 16 24

textalign R

style 1

}

NetGraph

{

rect 592 0 48 24

bgcolor 0.25 0.25 0.25 0.25

fill

}

NetGraphPing

{

rect 592 0 48 12

textalign C

}

StatusBar_ArmorIcon

{

rect 420 456 24 24

}

StatusBar_ArmorCount

{

rect 450 456 32 32

font idblock

fontsize 16 24

style 1

}

StatusBar_AmmoIcon

{

rect 290 456 24 24

}

StatusBar_AmmoCount

{

rect 320 456 24 24

font idblock

fontsize 16 24

style 1

}

FPS

{

rect 0 460 0 16

color 1 1 1 0.5

textalign L

}

GameTime

{

monospace

font id

fontsize 16

textstyle 1

textalign c

# style 111b

color 1 1 0.5 0.7

rect 0 4 640 12

}

#GameTime

#{

# rect 0 16 640 16

# font id

# fontsize 12 16

# textalign R

# color 1 1 0.5 0.6

# monospace

#}

#

#

GameType

{

rect 0 20 640 24

fontsize 20

textalign C

color 1 1 0.5 1

}

AmmoMessage {

rect 0 50 640 12

textalign C

color 1 1 1 1

font idblock

fontsize 20

}

WarmupInfo

{

rect 0 40 640 24

fontsize 16

textalign C

}

FollowMessage

{

rect 0 400 640 12

fontsize 16

textalign C

}

SpecMessage

{

rect 0 80 640 16

fontsize 12 16

textalign C

}

FragMessage

{

rect 0 80 640 16

fontsize 12 16

textalign C

time 1500

fadeout 300

}

RankMessage

{

rect 0 96 640 12

textalign C

time 1500

fadeout 300

}

#PlayerSpeed

#{

# rect 0 386 640 12

# color 1 1 1 0.5

# textalign R

#}

ItemPickup

{

rect 24 384 640 16

fontsize 12 16

time 1500

#fade 1 1 1 0.5

}

ItemPickupIcon

{

rect 0 384 16 16

time 1500

# fading an image requires an alpha channel which the icons don't have >:(

However, I had some slight problems:Teamoverlay looks funky, weapon icon is placed on top player name.Ammo count: When picking up RL, ammo count 10 is red (low ammo warning color), shouldn't be. Any workaround?